I’ve been a fan of Motorstorm ever since I got my hands on the original, years ago when a friend of mine had me try it.

Back then, Motorstorm was an early example of what the Playstation 3 hardware could achieve, because no racing game had looked so good, no cliffsides so treacherous, and no explosions so fearsome. The gameplay was an odd take on arcade off-road racing, using a boost system similar to the excite bike on the NES, but there was a catch: If you filled your boost bar… you would explode. And the explosions were oh so glorious, with bits, pieces, bolts and springs flying out all over the place! Back then, even the crashes in Burnout were inferior.

For years, that’s what Motorstorm was to me. High speed, high jumps, mud pits, and explosions. But when I got my hands on my very own copy of Motorstorm Pacific Rift, everything changed. Motorstorm became more than a racing game.

Read more after the jump

A group of 6 indie game devs have gathered together to form http://indiebuskers.net. There, they will be spending the next 48 hours making a bundle of games based on ideas that the public chose and voted upon. Check it out, and drop a coin in the hat to recieve a bundle when it’s all over.

It’s a pretty cool idea, and these guys are pretty good at what they do. Seeing that musicians can make a bit of change on the subways playing music, why can’t indie devs make a bit of change making games on the subways of the internet?  Check it out. I’ll write a more detailed post about each of the buskers later on.

Join people in the irc channel to ask questions, or just chill: http://webchat.quakenet.org/?channels=indiebuskers

Categories: Quantum Box

The end is coming soon, so it’s time to wrap things up! I haven’t mentioned it submission before, so I’ll just make a new post here.

To submit your Quantumkrate game, send a playable version to team (at) quantum-box.com

If it’s currently playable online (something web-based that you’re hosting), you may also send us the link to the game if you desire.

Remember, sharing source, while not required, is encouraged.

Seeing as I’m putting this post out pretty late and I didn’t specify the exact ending time in the initial post, I’m going to extend the deadline two hours from what it should have been. The cut off time is February 26th, 01:59 UTC (EST: Feb 25th, 20:59 | PST: Feb 25th, 17:59) Hopefully, the extra time will help for any additional polish or a bit of breathing room for whatever you need to get ready to submit it. And remember, you retain all the rights to your ownwork so you can do whatever you want with it!

And so, the time has come!

Quantumkrate Game Competition begins now!

The Theme for Quantumkrate is…

Read more after the jump

You know what? February sucks. Nothing happens in February. The neighboring months have Global Game Jam, the Game Developer’s Conference and Ludum Dare. The indie scene in February is like the lonely girl on Valentine’s Day who didn’t get any chocolates. Not on my watch. Couldn’t participate in Global Game Jam? Can’t afford the expenses to the Game Developer Conference? Well, don’t fret.

 

 

Quantum Box is proud to present our very first Game Development Competition with BitSyncom. Did I mention there are prizes involved? There are prizes involved. Ⓑ. Read more after the jump

Categories: Quantum Box

I heard about MAGFest last year at PAX East while watching a chiptune show. In July, I decided to entice some people into coming with me. The promise — unlimited free gaming, 24 hours a day — was too awesome to resist. Several months later, we arrived in National Harbor, Maryland (off the border of Washington DC) and prepared for a crazy weekend.

The view from the sidewalk.

Read more after the jump

New York based developer Quantum Box is looking for 2 modelers very competent with sci-fi ship design and capable of adhering to a strict art direction on an upcoming retro-style scrolling shooter. The modelers will be brought onboard during the pre-production stage to help establish the final art style.

Modelers joining the team now and participating for the duration will receive a percentage of profits from the game upon its release.

Contact me via my dev email dk (at) quantum-box.com regarding this opportunity. You may be required to provide a relevant example of your work.

MAGFest has grown tremendously, now amassing over 4,000 gamers. Will you be there?

From this year forth, the QB team will be working on covering multiple conventions including PAX East and GDC. To start off the year right, we’ll be at MAGFest all this weekend! I’m heading out in a couple of hours to arrive fashionably late, so this post will stay short.

Here is a bit of information about MAGFest from their website:

MAGFest, The Music And Gaming Festival, is an annual event in the Washington D.C./Virginia/Maryland area dedicated to the celebration of video games and video game music. Each year, MAGFest offers 24-hour console, arcade, and PC game rooms, over twelve live video game cover bands, a vendors area, and guest speakers from the video game industry and fan scene. It also features a “JamSpace” available to all attendees for impromptu music performances. Numerous other events are scheduled each day.

What makes MAGFest unique is that it’s an event run by fans for fans. There are no corporate sponsors, no over-crowded showfloors, and no top-secret-behind-closed-doors showings. MAGFest is built from the ground up to be a party-like atmosphere with focus on community and fan creations, which creates an environment that no other expo or convention can ever recreate.

We hope to see you there! We also promise not to spam-post. Tune in for more MAGFest goodness and other fun stuff!

Some of you might be asking “HEY, WHERE’S THE BEER GAME?” Or maybe not. It’s been there for a while, it’s about time we shift it out.

This time we added a new game to our Quantum Game Cube — v1.0.2., Air Drop Museum. A cat that was once in the realm of living is now tied to the museum where it used to walk in, scratch paintings, and leave its mark on the walls before it left. However, The Keeper of the Museum was a warlock and was pretty pissed at this cat pissing on its walls. He bound the cat’s soul to the museum and forced it to work there for the rest of its life. Semi-dead Cat Man now hangs paintings, appreciates art, curates shows, and does various other activities that go on in museums. As long as the Museum needs the cat’s help, his soul will never rest. To ensure that Semi-dead Cat Man will never be freed from its bonds, The Keeper of the Museum became a part of the infamous 1%, and ordered jets to fly over the museum and drop paintings for even years after his death! But the cat doesn’t really mind. Mindlessly putting up artwork isn’t too difficult when you have no legs.

Because you have no fingers, Cat.

But why can't I hold all these paintings?

Enjoyed that? This story didn’t exist until I wrote it just now. The game was an exercise of rapid design. Just us bros (and cats) sitting together and making a game. Arthur ran a simple idea through Construct 2. Catt drew a cute character. I made random objects, and suddenly we give birth to something. Simple stuff– just an urge to be productive without being overwhelming. In any case, click on our little Quantum Game Cube in the top left corner to play it. It should play in your browser easily, so you have no excuse! It’ll be there until we add something else to it. Keep creating!

Categories: Quantum Box

I was born a SEGA fan. Even so, Nintendo was often the cause of awe and admiration in my childhood. That love didn’t start with the popular SNES or Game Boy — I was incredibly satisfied with the Genesis and Game Gear. My affair with Nintendo began with the Pokemon TV show and game. I was a young videogame enthusiast and Pokemon was in all the gaming magazines and all over the boob tube. Every generation since the baby boomers has had a gigantic TV-show-turned-game-turned-anything-under-the-sun hit (the order of conversion may differ based on decade in which it was created), and Pokemon fit the bill for mine. It was a nonsensical concept: a ten-year-old running across the country without any adult supervision (unless you count the occasional Oak), trapping big monsters in tiny capsule balls. It was absolutely absurd, but I was young and therefore I loved it. Apparently it was the plague to almost anyone over the age of 13 at the time of release, but I was oblivious to this fact.

Read more after the jump